Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

Status
Not open for further replies.
One more (apparent) Barter Bug.

Buster's (in the NCR Bazaar) prices skyrocket when your reputation becomes idolized for NCR. Using the savegame editor, I changed my reputation score down to 29 (the highest at which it is "Liked"), and his prices are reasonable (10% markup with my now 200 Barter skill). As soon as the reputation score hits 30, however, and you become "Idolized", the markup goes to 46%. I don't *think* this is intentional, but it might be I suppose.
 
valcik said:
Enclave trooper's talking head at Navarro base uses a default sunny background even at midnight. It would be great to see the Pixote's lovely WASTELN2.FRM artwork here, if that's possible.

Killap is onto it, many of the night time backgrounds had the wrong time before they were used. Now they will come on at 8pm and end at 6am.
 
Multi-language support

First of all, I would like to express enormous gratitude, as soon as there is final 2.2 I will start to play again.
My friend's English (he just finished F1) is not very good and he would prefer to play it in Czech, my question is will the 2.2 version support non-english languages and how difficult would it be to correct earlier translations for me... (or start from scratch)?

I am not sure with my time table for the next few months, but if possible I would gladly offer myself to translate, provided you are interested.
 
Good day everyone and thanks for ultra bad-ass mod!
But honestly guys; when are you going to fix car disappearance bug? The car still f%~ing vanishes and appears back in the middle of nowhere, this time in Enclave patrolled area.
 
.Pixote. said:
valcik said:
Enclave trooper's talking head at Navarro base uses a default sunny background even at midnight. It would be great to see the Pixote's lovely WASTELN2.FRM artwork here, if that's possible.

Killap is onto it, many of the night time backgrounds had the wrong time before they were used. Now they will come on at 8pm and end at 6am.
Good catch. I actually didn't add the new background for the Enclave trooper or the drill sergeant. Fixed.


Calfen said:
prefer to play it in Czech, my question is will the 2.2 version support non-english languages and how difficult would it be to correct earlier translations for me... (or start from scratch)?
There is no Czech version afaik. I'm always open to people translating, but I often don't keep track of it and don't inform the translators when dialogue is added/changed. As a result, we have nearly complete translations in French, German, and Polish.

To be honest, I just don't have the time to manage it all, but I'd be more than willing to answer questions and include the final result.

Basically just look to the data/text directory and go. I don't know if Fallout 2 was already translated to Czech, but if so that'll save you a lot of time.


bakhtiyark said:
Good day everyone and thanks for ultra bad-ass mod!
But honestly guys; when are you going to fix car disappearance bug? The car still f%~ing vanishes and appears back in the middle of nowhere, this time in Enclave patrolled area.
I haven't seen the car vanish since version 1.x of this mod. But if you can reproduce it and provide a save, that would useful.
 
Most minor error ever (and thus perfectly understandable if it's considered not worth fixing):

Fred, in The Den, has floating text which says "Thanks for the loan! You're money's in good hands!". It should be "your".

=D
 
rudy said:
Most minor error ever (and thus perfectly understandable if it's considered not worth fixing):

Fred, in The Den, has floating text which says "Thanks for the loan! You're money's in good hands!". It should be "your".

=D

Haha. I thought I was the only person in the world bothered by that sort of thing!

Cheers.

Edit: But yes, totally unrelated to the functioning of the game. Heh. No rush!
 
rudy said:
Most minor error ever (and thus perfectly understandable if it's considered not worth fixing):

Typos are extremely easy to fix, so I highly doubt killap would be bothered by such reports. Keep 'em coming.
 
Dravean said:
rudy said:
Most minor error ever (and thus perfectly understandable if it's considered not worth fixing):

Typos are extremely easy to fix, so I highly doubt killap would be bothered by such reports. Keep 'em coming.
Yup, no need to think it's unimportant to report typos. I still think it's crazy that we read this text and still often miss these kinds of things. Damn human brain and it's ability to make us read sentences as they should but really aren't. :)
 
killap said:
Dravean said:
rudy said:
Most minor error ever (and thus perfectly understandable if it's considered not worth fixing):

Typos are extremely easy to fix, so I highly doubt killap would be bothered by such reports. Keep 'em coming.
Yup, no need to think it's unimportant to report typos. I still think it's crazy that we read this text and still often miss these kinds of things. Damn human brain and it's ability to make us read sentences as they should but really aren't. :)

Killap, I hope I am correct in suspecting that there is a certain satisfaction in fixing "vanilla" bugs. Do you all get "more" satisfaction at fixing a fourteen/fifteen/sixteen-year-old bug, at integrating new content or features, or at fixing regressions?

Totally arbitrary question, obviously, but I've never fixed a bug half that old, and have less experience upon which to draw there. ;-)
 
It depends.

Fixing bugs can be fun, especially if they are easy. It's the bugs that take hours and hours to track down that get to me. And in the end it'll probably be something really stupid.

Fixing regressions is frustrating in the sense that they should have been fixed but an old file was accidentally included or something else broke as a result of changing something. In that situation it's more of a "Doh, stupid me. I should have checked this better". A normal bug situation is often a "Doh" moment as well, but it's not like it was caused by you trying to fix something and instead making matters worse.

Creating new stuff is obviously great. That's what it's all about with coding - going from nothing to something.

But really, you can't have coding without all the above. Which do I like more? I've done it all for Fallout and for my job, but creating stuff is definitely more fun.

In regards to Fallout 2, I just find it crazy that we still find new vanilla issues after all these years. Can it ever end? ;) But hey, at least they are not my bugs. Hah. 8-)
 
killap said:
Damn human brain and it's ability to make us read sentences as they should but really aren't. :)

Surely you mean "its"...? :wink:

I think I have come across a couple of cases where I've done stuff the script did not anticipate. No real show-stoppers, just some continuity issues:

* I went to Metzger, learned of the Slaver's Camp location and immediately initiated combat and killed 'em all because I cannot stand the concept of slavers and so on. So when I went to the camp, the slavers immediately initiated combat, as one would expect since bad news travels fast. I proceeded to kill all the slavers, except a couple who were in the back of the main building and chose not to join the fight, for whatever reasons. I then ended combat and went over to finish them off. When I got close to them, one (their leader, I presume) initiated dialogue as if I've just arrived at the camp! The dialogue tree inevitably lead to combat, of course, but I think it's weird that he hadn't noticed the person who's just been killing most of his crew!!

* At the Vault City Village, when I got the quest from the villagers to go and get them some guns I immediately dismissed the notion since I'm not American and don't believe arming everyone will solve any problems :). I went to the council man and worked my way through the peaceful solution, completely ignoring the guy I was instructed to contact for the guns at VC. But after I finished with the quest and it got crossed out, I noticed that he's still around so I went over to see what he wanted. At this point I found out he's Ian, or at least thinks he is, so I suppose it's nice he stuck around. However, the dialogue tree then proceeded as if the Villagers' quest were still active, and "Ian" even suggested I should look into the possibility of the peaceful solution I had just finished implementing!
 
AelpirT said:
Surely you mean "its"...? :wink:
Haha, so I caught that after the fact but decided to leave it in as immense irony. Good find.

AelpirT said:
* I went to Metzger, learned of the Slaver's Camp location and immediately initiated combat and killed 'em all because I cannot stand the concept of slavers and so on. So when I went to the camp, the slavers immediately initiated combat, as one would expect since bad news travels fast. I proceeded to kill all the slavers, except a couple who were in the back of the main building and chose not to join the fight, for whatever reasons. I then ended combat and went over to finish them off. When I got close to them, one (their leader, I presume) initiated dialogue as if I've just arrived at the camp! The dialogue tree inevitably lead to combat, of course, but I think it's weird that he hadn't noticed the person who's just been killing most of his crew!!
Odd that they were not joining in on the fight, but should be easy to fix the problem of bringing up the conversation despite you killing his men around him.

EDIT: Hmm, looking at the script I'm not sure how this could have happened to you. Do you have a save game? Could you reproduce it?

AelpirT said:
* At the Vault City Village, when I got the quest from the villagers to go and get them some guns I immediately dismissed the notion since I'm not American and don't believe arming everyone will solve any problems :).
Hah.

AelpirT said:
I went to the council man and worked my way through the peaceful solution, completely ignoring the guy I was instructed to contact for the guns at VC. But after I finished with the quest and it got crossed out, I noticed that he's still around so I went over to see what he wanted. At this point I found out he's Ian, or at least thinks he is, so I suppose it's nice he stuck around. However, the dialogue tree then proceeded as if the Villagers' quest were still active, and "Ian" even suggested I should look into the possibility of the peaceful solution I had just finished implementing!
An oversight on my part. Fixed.

Thanks for reporting.

@everyone
I had said that the public beta ends tomorrow, but since the hope is to get Cassidy voiced in this release, and the fact that the lip syncing is not done yet, means we'll have to delay things a bit longer. I think we're about 1/3 of the way through that process. Plus, this means more time to test things to perfect the release even more.
 
Hmmm... when your character is overloaded with things, it's still impossible to pass some of them to your partner if this action doesn't exterminate the "overloaded" status completely. For example, if you can carry 50 pounds at maximum and happen to be burdened with things that all together weigh 52 pounds, you cannot give something that weighs 1 pound to your partner. This is nonsence imo.
 
mercurio101 said:
Hmmm... when your character is overloaded with things, it's still impossible to pass some of them to your partner if this action doesn't exterminate the "overloaded" status completely. For example, if you can carry 50 pounds at maximum and happen to be burdened with things that all together weigh 52 pounds, you cannot give something that weighs 1 pound to your partner. This is nonsence imo.
Yeah, I've always been annoyed by that myself. This is an engine quirk though, afaik.
 
killap said:
AelpirT said:
* I went to Metzger, learned of the Slaver's Camp location and immediately initiated combat and killed 'em all because I cannot stand the concept of slavers and so on. So when I went to the camp, the slavers immediately initiated combat, as one would expect since bad news travels fast. I proceeded to kill all the slavers, except a couple who were in the back of the main building and chose not to join the fight, for whatever reasons. I then ended combat and went over to finish them off. When I got close to them, one (their leader, I presume) initiated dialogue as if I've just arrived at the camp! The dialogue tree inevitably lead to combat, of course, but I think it's weird that he hadn't noticed the person who's just been killing most of his crew!!
Odd that they were not joining in on the fight, but should be easy to fix the problem of bringing up the conversation despite you killing his men around him.

EDIT: Hmm, looking at the script I'm not sure how this could have happened to you. Do you have a save game? Could you reproduce it?

First, if this is tricky to track down, forget it: it's goddamn hard to reproduce! The trick is to get noticed, after the initial fight, by Don before any of his surviving goons. I got "lucky" the first time in that everyone but Don and one other guy attacked me and got killed in the initial fight. So as it is, it's rare enough for Don not to join the initial fight and even when he does skip it and you manage to kill a few slavers and end combat, any survivors will initiate combat on-sight and drag Don into the succeeding fight where he will be killed.

But I do have a save from just before killing Metzger (maybe before I asked about the camp) and I did manage to reproduce this!

Please check the PM, killap, for a couple of saves and a screenshot... :)
 
Leveling

This happens in the vanilla game as well, but sometimes when a new level is gained, the satisfying "ding" sound effect is not played (or at least I don't hear it). It would be nice if this sound effect was played each time a level is gained.
 
Status
Not open for further replies.
Back
Top